The Fallen World : A Dungeon's Story

Great Archives (Timeline of Alcheryos)



Timeline of Alcheryos.

BDF : Before the Dawn of Flames

ADF : After the Dawn of Flames

-6 000 BDF : Arrival of the Gods on Alcheryos.

-1 000 BDF : The Gods depart Alcheryos, leaving the civilizations there with their gifts and knowledge.

-965 BDF : The Twilight of Darkness takes place. 99% of the population of Alcheryos dies within 72 hours in a massive strategic exchange of nuclear and antimatter missiles. The Great Night begins.

0 ADF : The God of Fire returns on Alcheryos, and the Dawn of Flames takes place. The Custodians of the Flame are put into place, and the Edicts of the God of Fire are passed down to the survivor.

1 ADF : Thanks to the Custodian of the Flames, the different surviving enclaves throughout the world are put into contact. Only powerful Archmages are able to pass messages through. Quickly, due to knowledge exchange and patent thefts, a court is put into place, composed of the most powerful archmages, to regulate such behaviors, notably through magic contracts and patents. It is named the World Mage Court.

106 ADF : International disputes between the city state of Orois and Sarnia elevate and result in the destruction of a priceless NLR core. After massive outrage and unrest, the city states and enclaves decide to have a massive meeting and conclave on what should be done to prevent such a thing from ever happening again. After several years of back and forth, and nearly a war, the various nations decide to unanimously name the World Mage Court as the arbitrator of international affairs.

303 ADF : The Ley Lines study expedition is mounted by a consortium of like-minded mages. The money from the patents and their prestige allows them to leverage themselves into a new division of the WMC, focused on bringing basic magic knowledge to all, and work begins on an international transport system to bypass the wastelands.

361 ADF : The first functional WMC teleporter prototype is built. Work begins to install those small, inefficient teleporters in all major capitals.

501 ADF : The first Tesseract is created. It is an incredibly cheap and reliable long range transport system.

506 ADF : Tesseracts are becoming common in the major capitals. International commerce goes through the roof, and the world as a whole prospers. The First Golden Age begins. The Orlov Empire is founded, as a merger between the Empire of Orois and the Empire of Sarnia.

900 ADF : By this point, all commerce, inter or intra national goes through Tesseracts, except for the newest of colonized territories. Tesseract travel becomes so cheap that even going from a town to a nearby one is cheaper than having to arm yourself against potential wildlife.

1 106 ADF : Strange sightings are reported in the tesseract network. Some tesseracts are reported to be filled with mist at times. People start disappearing.

1 116 ADF : People simply stop coming through entire tesseract networks. Anyone who enters one of those mist filled tesseracts is never seen again. Military actions is taken and the 6th Army of the Orlov Empire is sent through to investigate in force. The army is never seen again.

1 130 ADF : At long last, a group of extremely powerful adventurers, backed by the WMC, manage to execute a delve into the afflicted tesseract networks, and discovers legions of ethereal beings. Originally, they are believed to be spirits, but further studies disprove that. They are officially called Mist Afflictions, and the mist that spawns them is called the Dimensional Mist.

1 316 ADF : Over the centuries, the tesseract network has become harder and harder to navigate, but it is still the bedrock of commerce. Mist Walkers, specially trained adventurers, constantly scout for safe paths, evading Mist Afflictions and marking which routes are safe to take for the day. But suddenly, a massive wave of Dimensional Mist overcomes the entire network. This time, it not simply to block the tesseract, the Dimensional Mist spills over into the real world, and Mist Afflictions begin invading major cities. The Great Tesseract Crisis begins, and the Fist Golden Age ends.

1 330 ADF : The Great Tesseract Crisis ends. Overall, over 30% of the registered planetary population has died or gone missing, never to be seen again. Most major cities, except major capitals, are abandoned. Entire regions are blanketed in the Dimensional Mist, and reclassified as Death Zones. The Dimensional Mist and it's Afflictions are renamed The Blight.

1 650 ADF : The Mist receeds, and territory begins being taken back from the Blight. A few adventurers manage to go through the tesseract network, but now report that Mist Afflictions now patrol all of the tesseracts, even those without Mist. The tesseract network is officially condemned, and all entrances are walled off or abandoned. Most of the abandoned cities are declared cursed and not to be entered unless absolutely necessary, as reports come in of Mist Affliction still haunting them.

1 665 ADF : A large territory dispute errupts inside of the Kingdom of Elergar (named after king Elergar), and the kingdom ruptures into civil war. At the end of it, the new King simply decides that, as many nobles and regular landowners have done before, he would resort the WMC and it's writs, contracts and courts to settle land disputes and settle successions. This innovation is quickly adopted by other nations, and within a century the WMC administers 99% of intra-national land sales, keep tracks of who owns what land, and who rules over which, as well as managing and tracking titles of nobility.

2 154 ADF : Archmage Saphire Arkan makes a breakthrough in teleporter magic, allowing the size of teleporters and their cargo to be increased by several order of magnitudes, and massively cutting down on mana costs. He uses the massive influx in money from the patents and prizes to fund an expedition to a forgotten continent and a rumored still functional pillar of power.

2 156 ADF : Archmage Arkan succeeds in finding the rumored ruined city with the intact pillar of power, and promptly founds a new city on top of it. He names it Saphire city, the continent Arkan (because of course he did), and declares the creation of the Saphire Kingdom. For the following century he would nurture the kingdom's growth, shamelessly using his influence and leverage in the WMC to aid its development.

2 279 ADF : Saphire Arkan dies, killed by a dragon he tried to murder over priceless technological artifacts. That is the official story, and no one speaks word of the fact that said dragon is his daughter's friend, and that said daughter immediately took power and as her first act had all the other heirs to the throne hunted down and either thrown in prison (where they would die from 'accidents' after a few years) or executed.

3 161 ADF : After nearly two and a half millenia, the Orlov Empire comes to an end in an apocalyptic rebellion. Their slavery practices, which had gotten more and more cruel over the years, and the incessant scheming, palace revolutions and treachery by the nobles errupts in a massive civil war, which triggers a general uprising and slave revolt, overwhelming the already weakened empire.

3164 ADF : The Emperor is murdered by Rook the Sunderer, and the Orlov Empire's capital cities, Orois and Sarnia, are burned to the ground. The Orlov Empire is officially toppled, and the remaining loyalist territories fall within the year.

3 165 ADF : The slaves of the Orlov Empire, lead by their leader, Rook the Sunderer, establish the free city of New Raleigh, deep in the mountains of Sierra. A peerless general and politician manages to convince the remaining, more liberal dukedoms of the old Orlov Empire, that had declared independence at the beginning of the slaughter, to unite to prevent the still ongoing bloodshed from overtaking them all. The Eris Empire is founded, and said general is crowned as the First Empress. The Great Reconquest Begins.

3 231 ADF : The Great Reconquest Ends, and the Eris Empire becomes one of the great nations of the world. The Second Golden Age begins.

5 529 ADF : The province of Asaria of the Saphire Kingdom rebels. The Wars of Shattering begin.

5 536 ADF : After 7, long years of carnage, the Saphire Kingdom admits defeat, and the Wars of Shattering come to an end.

5 601 ADF : The Duchy of Elkis is reformed into the Elkis Republic, and it begins peacefully integrating nearby dukedoms into it's new government.

5 919 ADF : The first United Dungeon War begins and the Second Golden Age comes to an end.

5 930 ADF : The first United Dungeon War ends, and the United Dungeon Council is formed. The Third Golden Age begins.

6 386 ADF : The Elkis Republic declares a trade embargo on the Tark Directorate, due to their refusal to essentially swear alliegance. The Tark Directorate declares war on the Republic, and to everyone's surprise, wins by the skin of their teeth. The fertile border region between the Directorate and the Republic is annexed by the latter, and the Autonomous Province of Eternity is created with Directorate backing. Simultaneously, the city-state of Darthar is taken by the Asarian Kingdom, prompting the peace deal on the Republic's side.

6 391 ADF : The Elkis Republic, having made sure the Asarian Kingdom couldn't launch a campaign through the wasteland, attacks the Tark Directorate without warning, but is repelled. In response, heavy tribute is levied from the Republic, and military installations are constructed all along the border to defend it. The Tark Directorate reforms itself into the Tark Hegemony.

6 520 ADF : The Elkis Republic attempts to invade the Far Reach. The invasion is a disaster and most of the Elkis Republican Army is destroyed in the process.

6 535 : Present day.


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